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Question by finlay_morrison · Sep 17, 2017 at 03:33 PM · c#unity 5scripting problemrigidbodygravity

rigidbody.Use gravity not working from script

so i have 10 pins and when i call the Raise() from the animator they are going up 40 world units like they are supposed to however they are still using gravity after i set rigidBody.UseGravity to false; please tell me why

Here is my code:

using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Pin : MonoBehaviour {

 public float standingThreshold;
 public float distanceToRaise = 40f;

 private Rigidbody rigidBody;

 void Start() {

     rigidBody = GetComponent<Rigidbody>();

 }

 void Update() {

     IsStanding();

 }

 public bool IsStanding() {

     Vector3 rotationInEuler = transform.rotation.eulerAngles;
     float tiltInX = Mathf.Abs(rotationInEuler.x - 270);
     float tiltInZ = Mathf.Abs(rotationInEuler.z);

     if (tiltInX < standingThreshold && tiltInZ < standingThreshold) {

         return true;

     }

     else {

         return false;

     }

 }

 public void Raise() {

     foreach (Pin pin in GameObject.FindObjectsOfType<Pin>()) {

         if (pin.IsStanding()) {

             print("Raising Pin");
             rigidBody.useGravity = false;
             pin.transform.Translate(new Vector3(0, distanceToRaise, 0), Space.World);

         }

     }

 }

 public void Lower() {

     foreach (Pin pin in GameObject.FindObjectsOfType<Pin>()) {

         pin.transform.Translate(new Vector3(0, - distanceToRaise, 0), Space.World);
         rigidBody.useGravity = true;

     }

 }

}

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avatar image Glurth · Sep 17, 2017 at 05:06 PM 0
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Hmm, is it possible there pins are connected to another object with a joint of some kind, or via a collision. Perhaps the jointed/colliding objected DOES still have gravity enabled, and is pulling/pushing the pins with it? I would suggest creating an empty scene, with just a pin, and see if results change. If so, that would indicate this is due to a scene configuration.

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